"Some had everything, and now have nothing. Some had nothing, and now have everything."

SUMMARY:
The un-infected citizens of the A.R.C. live their lives in the makeshift housing of the village. All the civilians come from a wide variety of cultures and backgrounds, translators are often needed. The schools on A.R.C. are working towards teaching several different languages to keep up. Some civilians are restless because of the cramped conditions of the village and are currently expanding the village onto other parts of the Island.

SUMMARY:
Being an infected person is not all that bad. If it were, there would be many leaving the island. Like the village, the infected civilians have their own fenced in town which they run like a small community, all the while being carefully watched by the A.R.C. and Halo staff.

SUMMARY:
The welfare of the children on A.R.C. is top priority. Infected or non- they have all the opportunities for school and medical treatment, and great measures are taken to ensure that every child grows up healthy and happy no matter what their status. Orphaned children are taken care of by the A.R.C. staff and members of the community, and are (depending on the infected status) housed in schools and dorms both inside the infected barracks and in the un-infected village.

SUMMARY:
The Red Halo Officers are highly trained individuals that are mostly composed of people with previous military experience. They serve and protect the people as well as keep the peace. They are sometimes dispatched for special-ops jobs in the wastes. There is always some turmoil between the Infected and the Red Halo Officers, and even more so between them and Zombie Hunters.

SUMMARY:
In total there are 12 doctors on the island: 2 Surgeons, 3 Pediatricians, 2 Pharmacists, and 5 General Practitioners. Along with scientists, they are probably the most precious people on A.R.C.

SUMMARY:
Zombie hunters are technically classified as a subordinate unit of the A.R.C. military. They are commonly used for support missions outside the safety of the A.R.C. because, unlike the Red Halos, they can operate without fear of infection.
However, there is a persistent negative image associated with being a Zombie Hunter. Merely being an Infected is bad, but Zombie Hunters are worse because they choose to spend their time in the wastelands, rather than remain within civilized society on the island. Official media coverage emphasizes the benefits of these teams, providing helpful slogans and editing together news footage from missions to portray them in a positive light. Although this spin control helps reduce the stigma associated with the profession and the infection, it is not universally accepted.

The Zombie Hunter ranks tend to be filled with highly independent and motivated individuals who enjoy the thrill of being out in the wastes. The mortality rate for those employed in this branch is high, since most of their personnel tend to be young and inexperienced. They are security risks, they are expendable, and they know it- but they're cocky enough not to care. In the end, none of them can escape their eventual fate, so these people decide to fight the good fight and accomplish something before they go. Besides, the perks aren't bad- free room and board, adventure, and the chance to kill zombies.

Those Infected who wish to volunteer as Zombie Hunters must pass regular physical and mental examinations and go through an abbreviated version of the Red Halo military basic training. Zombie Hunters are given instruction in armed and unarmed combat, with an emphasis on marksmanship and avoiding contact. Although Zombie Hunters cannot become infected again by contact with the undead or contaminated objects, they are certain to rise again if killed, and so they are expected to stay well away from zombies whenever possible. Once their basic training is complete, Zombie Hunters are trained in tasks vital to the salvage operations that they conduct, as well as one or more specialties that are considered to be important to the A.R.C., including:

Particularly promising individuals are also offered leadership training, and if successful, they can be promoted to be captains of their own teams of Zombie Hunters. Although Zombie Hunters are issued a basic set of equipment, there are no formal requirements for uniformity, and so individuals will often customize their equipment to suit their own tastes. They are expected and encouraged to augment gear through their own funds and ingenuity.

The Zombie Hunters is an online long-form comic that chronicles the life and times of a group of individuals assigned to salvage materials in a post-apocalyptic scenario. We follow the characters through their adventures on the 'safe' island of the Argus Research Campus, as well as their expeditions among the zombies found throughout the wastelands. The Zombie Hunters attracts a diverse audience of fans from all walks of life, including but not limited to: students, college students, hunters, soldiers, paramilitary, ex-military, nerds, jocks, and geeks alike, or even anyone who just enjoys a good romp through the end of the world. The comic is rated R for violence, language, and the occasional zomboobie.
The main cast includes:
Milo, the captain and only member with real military experience. A former Army sergeant, he does his best to keep the team alive.
Jenny, Milo's main squeeze and by default the team's second in command. She's looking for safety, and Milo provides.
Sammie, the medic and local sociopath- she actually steals candy from children. We're not too sure what her deal is, but figure she's mostly just along for the ride.
The dastardly duo, Maureen and Katie- Maureen is a high-quality redneck mechanic, and Katie is her tiny sidekick. We don't know what they did before the apocalypse, but Mau is a badass driver, and apparently Katie used to play chess and take fencing lessons.